- It'd be best not to use [the Dungeons & Dragons]Smechanics or the Planescape license. One reason is doing so would undermine some of the joys of the Kickstarter (not having to answer to anyone but the players – if we take a license, we have to answer to the franchise holder), I'm not sure Wizards/Hasbro/whoever knows where to take the license, and looking back on Planescape: Torment, it's been clear to me that we had to bend a lot of rules to get some of the mechanics and narrative feel we wanted. Could we have done that easier outside of a Planescape universe? Sure.
- Utilize similar writing style elements (slang, dialogue screen format similar to Planescape), depth (lots of choices per node, lots of reactivity), presentation (action descriptions interwoven in the text) and density (the Wasteland 2 backers have repeatedly asked for more text in Wasteland rather than spending resources on something else like [voiceovers], thankfully enough).